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The interest toward the close of the contest grows most exciting, and the one who upsets the flag pays the forfeit of a "traitor" who degrades and insults the flag of his country. The culprit is condemned to be shot-blindfolded, stood against the wall, and is the target for a bean-shooter pistol.

MAGIC MUSIC

The very little ones will enjoy this: While one of the players is out of the room a handkerchief is hidden, which, upon his or her return, is to be searched for, guided by the music from the piano.

When far away from the object of search the music. is low and very slowly played, but becomes louder and more joyous as the right spot is approached, ending with a crash when the handkerchief is found. Volunteers are asked for to be the next seeker.

OPEN THE GATES

The antiquity of this game speaks for itself, and it has been a favourite with many generations of children.

Two players are chosen captains-to represent England and America. These two stand, with arms upraised and hands joined, so as to form an arch for the rest to pass under, one by one, and holding by each other's. clothes. All sing:

"Open the gates as high as the sky

And let King George and his troops pass by." Or "Yankee Doodle" may be sung instead, making the last line

"Now we have you handy.'

At these words, or at the conclusion of the former song,

the arch-makers suddenly bring their arms down, imprisoning one who happens to be passing.

The question is then put to him whether he will be English or American-and according to his answer he is arranged behind one captain or the other. When all have been caught and made their choice, they have a tug of war, and the victory lies with the side which succeeds in forcing the other to abandon its position. A time-limit may be set, or such intrepid fighters might never be willing to yield and confess themselves beaten, or a dividing-line may be fixed, which, being passed, decides the issue.

It may be better to propose recruits for Germany or France, Russia or Japan, where the choice would be less prejudiced. To fight against one's country, even in play, is always unpopular-to say the least.

THE MINISTER'S CAT

This will brush up the wits of the little folk, and the contest is usually voted good fun.

Each one in turn is required to apply some adjective beginning with the letter "A" to the Minister's Cat, which is supposed to be under discussion. No two answers must be alike. One may say: "The Minister's Cat is an aristocratic cat." The next: "The Minister's Cat is an aggravating cat," etc.

When any one is unable to answer in turn he drops out of the game, and only when the supply has been exhausted so that all have dropped out, the players start anew with the adjectives beginning with "B," "C," and so on. It is not permitted to have recourse to a dictionary.

ORCHESTRA

A conductor is chosen, and the members of the orchestra range themselves in a semi-circle around him. Each one has chosen some instrument, which he promises to imitate to the best of his ability. The conductor then announces some familiar, lively air, raps with his cane, umbrella or ruler bâton for attention, and, as he raises it and makes the first stroke, every performer contributes, by voice and gesture, an imitation of the instrument he or she has chosen. The conductor sings the air, and flute, trombone, drum, violin, etc., form the accompaniment. The game usually affords much fun if carried out with spirit.

At the call of the conductor, solos must be given, or a forfeit paid by the one who fails or refuses, or is unable to control the propensity to laugh.

BACHELOR'S KITCHEN

All the players sit in a row, except one, who inquires of each person what he or she will give to furnish the Bachelor's Kitchen. Each one answers by naming some article that might find place in a kitchen-but no two may be alike.

The questioner then begins with the first player, and puts to him all sorts of questions, to which he may reply only by the repetition of the name of his contribution. If, for example, one has given a pail, the questioner asks, "What did you wash your face in this morning?" -"A pail." "From what did you eat your breakfast?" -"A pail," etc. The object is to make the players laugh-which subjects them to a forfeit; as does also the addition or substitution of any word to their chosen

answer.

BLINDMAN'S WAND

This is an old favourite, but may be always counted upon to please. The players form a circle, holding hands, and one is placed in the middle, blindfolded, and a wand (a cane or hoople-stick) is given him. The rest dance around him, singing some popular chorus. Suddenly the piano accompaniment stops, and immediately all in the circle stand perfectly still, loosing hands. The blindman now reaches out his wand, and the person to whom it points must advance and hold the other end. The blindman then imitates the sound of some animal, which must be echoed by the holder of the wand, at the same time disguising the voice so that his identity may not be discerned. This test may be thrice repeated, changing the cry or roar each time, and then the blindman may pass the wand over the person under consideration, touching him here or there, while he crouches or stands on tip-toe to deceive the blindman about his height. If the former guesses correctly he must give the name of the person detected, who then changes places with him and becomes blindman in his turn.

A PEANUT HUNT

This game is suggested as a convenient one to fill intervals when preparations are being made for some change of programme, though too well known to require further description than the statement that a quart or more of peanuts is concealed about the room in every imaginable place that a peanut may be induced to stay. They may be wrapped in different coloured tissue papers or left in their pristine simplicity. The party is requested to enter into competition as to which shall find

the greatest number of peanuts. A small bag of bright tissue paper is given to each person in which to stow away their treasure-trove.

At the end of twenty minutes, or longer if desired, the hostess claps her hands and all proceed to count their peanuts and give in returns. A prize is given to the one most successful.

HUCKLE, BUCKLE, BEAN-STALK

All the players leave the room but one, who hides a piece of money in the place least likely to be observed, only it must be in plain sight. Upon the entrance of the company the search begins, but whoever perceives it should make no demonstration whatever, but quietly seat himself and look as unconcerned and misleading as possible. When all are seated, with the exception of two or three, the fun is at its height.

When the last person at length finds the money, all the rest shout in chorus: "Huckle, buckle, beanstalk!"

HUNT THE WHISTLE

The children form a circle around some novice in the game, whose eyes are blindfolded.

The whistle, having been previously shown him, is supposed to be hidden where he is to find it, and while his eyes are being bandaged the whistle is strung on a ribbon surreptitiously and thereby attached to the back of his coat. The bandage is then removed, and he must seek for the whistle. When his back is turned, one of the players steals behind him on tip-toe and blows the whistle. As opportunity offers, others blow the whistle--but he is encouraged to continue his search for the whistle until he discovers the trick,

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